Weekend Recommender: Into the Pit

Publisher: Humble Games
Developer: Nullpointer Games
Website

System requirements:
Minimum: Intel Core i5-8250U or AMD Ryzen 3 2200G, 4 GB RAM, GeForce MX 150 (2 GB VRAM) or Radeon RX 550 (4 GB VRAM), 3 GB free space
Recommended: Intel Core i7-7700HQ or AMD FX-9590 or higher, 8 GB RAM, GeForce GTX 1060 (6 GB VRAM) or higher, Radeon R9 390X (8 GB VRAM) or higher, 3 GB free space
Similar Games: Ziggurat 2, ULTRAKILL, AMID EVIL, Immortal Redneck
Category: action, FPS, roguelike

The Humble Bundle has been a big helper for indie games and developers since 2010. It is thanks to this philosophy that they have also recently been operating as a game publisher under the name Humble Games. One of the latest products in this project is Into the Pit, a roguelike FPS game with retro graphics.

According to our story, we are a descendant of a family of wizards and, with the help of a relative, we go to investigate after the news pops up that occultism may be going on in a village. Arriving, we find a large demonic hole in the earth, and the correspondence written by our relative suddenly ceases. Then we decide to go to the end of things and jump into the hole.

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Click here! Click here!


This hole has eliminated several residents, saving whom we can open various shops in the village that is the center of the game. Before clicking on the demon sign opens the ground in front of us, we can choose different modifiers for ourselves (e.g. more money goes in exchange for more damage). Once we’re done with that, we can jump into the middle of the bright circle where the first level greets us right away. Here we get to know one of the main mechanics of the game, which can be described as: left hand, right hand, defense.

What modifiers will be added when completing the tracks will affect these three item assignments. At the beginning of the game, we select a weapon type from the three options offered to our left and right hands, and then select a defense option as well. For example, we choose a fast-shooting but short-range spell in our left hand, while we put a slow but high-power, long-range spell in our right hand. We can also choose from three defense options, such as slowing down the enemy attacking us after melee attacks.

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Click here! Click here!


Then, looking around the current room, we can see that there are several gates with signs around us. Completing each of the doors will unlock the next level. Each door gives you more options to choose your track. If we are badly damaged in one of the battles, we can choose a healing source level instead of the battle (if we see the appropriate symbol above the gates). These pairs of gates are connected and one of these must be completed to proceed. After completing each gate, we get another reinforcement. It could be an increase in damage to our weapon, a damage modifier, or some kind of defense bonus. The more gates we complete, the more our bonuses swell, but in the event of death or if we choose to go back to the village, they will be lost.

Once we have successfully rescued the rune maker, key copier, or charmer, the so-called Elemental Mote pieces collected so far can be redeemed for various upgrades in the open shop in the village. Wealth mote: Rune Carver and Key Maker; Insight mote: Enchanter; Fire mote: Keymaker. These are the three mote that can be kept and spent at the end of the run. There are also three others that give you some kind of bonus during the game.

The Renewal mote can be used to choose an upgrade at the altar after a gate, but to re-draw what the game has offered us. The Luck mote increases the chances of the options being of better quality. And Blood Mote is the raw material used for the Cheat Death system, which, recharged to the value next to our life force strip, replenishes a dose of life points instead of a lethal one, and we can continue the fight. This value increases after each activation. The money spent in the last 3 games will be lost when you leave the court.

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Click here! Click here!


Graphics: The graphic style has a very retro effect. You can adjust the effects in the settings to a limited extent. I think the bloom is very exaggerated, so I turned it off pretty quickly. The pixel downsampling option helps to give the game an even more retro feel, but if I was targeting a distant enemy that had to be accurately hit, the precise targeting became very difficult due to the distortion. The fog option can add quite a bit to the environment, but sometimes looking in it dropped a lot of fps. In the case of such a fast-paced game, this is definitely something to avoid. The environment and lights make the occult-demonic theme conceived by the story felt. If you look at the sky in the village for a while, you can also see some eldritch monster tentacles fluttering in the green sky.

User interface, controllability: The interface is clear. Perhaps the life bar and the numbers associated with it could be larger to make it easy to read even in the midst of a serious struggle. The amount of our “ammunition” is creatively indicated by the brightness of our left and right hands holding the spell. The more charge it consumes, the fainter the hand. The movement is very responsive, you can easily flip left and right between the projectiles and bounce at full speed, as we did in the good old days. The damage numbers are well discernible even in the midst of more chaotic battles, which is also to be welcomed.

Playability: Anyone more accustomed to more modern FPS games will have to face a pretty steep learning curve. We have to pick up the pace of the game soon enough, otherwise we will be ripped off in the first stage. Unfortunately, it can be said that after 3-4 hours we will not meet many new ones, the game will only combine the existing things differently. After rescuing the vendors, the story almost stops, but the road to this point will be quite meaningful.

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Click here! Click here!


Intelligence, difficulty: The machine isn’t particularly smart. Opponents always break in a straight line as soon as they see us. For their excuse, the level difference is handled well, they never got stuck in stairs or bumps. If we would trickily jump up onto a protruding terrace in the landscape, be careful, because if we get into a strike distance, we will be hit. If one is not used to or does not know the pace of classic FPS, it will certainly be difficult to learn, but not an impossible task. If a flying bullet hits us a few times, we will quickly learn to match the speed of the bullet. With regard to the traps on the tracks, it can be said that once you enter them, you can quickly find out what to fear.

Sounds, music: The background music is very mysterious and sold this wizarding story well. There is a dynamic transition between “calm” and “fighting” scenes. In combat music, the louder the battle, the louder the sound of the instruments. This is especially felt on the bass and lends a kind of dynamism to the scenes. The downside, however, is that there isn’t too much variety between the melodies. We will often hear the same throbbing again and again.

Summary: In terms of its story, it’s not too long, but it’s random enough to make the game fun in the long run. The retro style was really hit by the makers in both its looks and gameplay. There could be a little more of the type of opponents, but the many modifiers attached to them compensate us to some degree. Non-rechargeable double-handed shooting results in dynamic fights. It’s a must-have piece for those looking to nostalgia, but if you may have an existing Game Pass subscription, it’s definitely worth giving it at least a try from there.


Source: SG.hu Hírmagazin – Játék by sg.hu.

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